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Sweep and prune
Known as:
Sort and sweep
In physical simulations, sweep and prune is a broad phase algorithm used during collision detection to limit the number of pairs of solids that need…
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Related topics
Related topics
9 relations
Bounding sphere
Bounding volume
Bounding volume hierarchy
Collision detection
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Broader (1)
Computational physics
Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
2016
2016
A collision framework for rigid and deformable body simulation
Rasmus Haapaoja
2016
Corpus ID: 2494270
This thesis describes methods for collision detection and collision response, implemented in a complete collision framework for…
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2015
2015
An Incremental Learning System for Interactive Gestural Control of Sound Synthesis
Shu-Yuan Hsueh
2015
Corpus ID: 53574893
2014
2014
1D sweep-and-prune self-collision detection for deforming cables
E. Shellshear
The Visual Computer
2014
Corpus ID: 17080178
Detecting self-collision for cables and similar objects is an important part of numerous models in computational biology (protein…
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2013
2013
1D sweep-and-prune self-collision detection for deforming cables
E. Shellshear
The Visual Computer
2013
Corpus ID: 253884120
Detecting self-collision for cables and similar objects is an important part of numerous models in computational biology (protein…
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2013
2013
Parallelizing Broad Phase Collision Detection Algorithms for Sampling Based Path Planners
Fuat Geleri
,
Oguz Tosun
,
H. Topcuoglu
21st Euromicro International Conference on…
2013
Corpus ID: 8717957
Collision checking takes most of the time in sampling based path planning algorithms. When the scene gets crowded, more samples…
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2009
2009
A collision detection algorithm using adaptive particle sensor
Thiti Rungcharoenpaisal
,
P. Kanongchaiyos
IEEE International Conference on Robotics and…
2009
Corpus ID: 18610647
We present an adaptive algorithm for collision detection between rigid and non-rigid polygonal objects by improving particle…
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2008
2008
An evaluation of a collision handling system using sphere-trees for plausible rigid body animation
R. S. Rocha
,
M. A. Rodrigues
ACM Symposium on Applied Computing
2008
Corpus ID: 14778013
Collision handling plays a fundamental role for achieving realism and interactivity in 3D graphical systems. Nevertheless, it is…
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2006
2006
Performance Evaluation of a Hybrid Algorithm for Collision Detection in Crowded Interactive Environments
R. S. Rocha
,
M. A. Rodrigues
,
L. Taddeo
SIBGRAPI Conference on Graphics, Patterns and…
2006
Corpus ID: 7505002
Crowded interactive environments composed of a large number of objects need a fast, accurate and scalable mechanism for collision…
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1995
1995
Fast algorithms for penetration and contact determination between non-convex polyhedral models
Ming C Lin
,
Dinesh Manocha
,
M. K. Ponamgi
Proceedings of IEEE International Conference on…
1995
Corpus ID: 18848400
We present fast algorithms for penetration detection and contact determination between polyhedral models in dynamic environments…
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1995
1995
Incremental collision detection for polygonal models
M. K. Ponamgi
,
Ming C Lin
,
Dinesh Manocha
SCG '95
1995
Corpus ID: 9501351
1 Introduction Fast and accurate collision detection between general polygonal models is a fundamental problem for computational…
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